Lighting and Time Editor - Continued!

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Started by Feelzor 262 posts Page 8 of 14 View original ↗
  1. Feelzor said:
    Here's a new update! (I know I update a bit too much, but there are many things to improve)
    This update mainly focuses on making the editor easier to use, because there was many things that made it user-unfriendly ^^'
    LightingTool v.1.6.0 and GameEditor v.1.2.0

    Great changes! Keep up the good work.


    I got another idea, maybe it's possible to realize it:
    Do you think you can add the possibility to set a light to "OFF" in the editor when creating it - basically a default on/off value you can set for a light source (like flicker or pulse true/false right now)? So that you can specify that it's already off when you enter the room and that it will be turned on via command ingame?

    This way I wouldn't have to set all lights to off manually when entering the room and only activate them when necessary.

    (I use lights for some riddles - simple example: Jumping on platforms activates lights in different colors (which are off at first))
  2. Feelzor said:
    Ah, I see what you mean. Currently it's not possible, but I'll try to find a way to add multiple lights at once ^^


    I added the battle tint very fast and there is no way to add a light yet. It's not very convenient, but now that I can add the tint, I can work on finding a way to add lights :D

    Thank you friend, in total I have 1 year to finish my project, so within that time there will be a solution, since it is the same to put 1 light 1 event jaajaj imagine 300 lights 300 events hahaha, but I will still wait calmly while I create the maps etc.

    On the subject of @Lear , what you can do @Feelzor , is to enable the editor within the battle, and one there is a mood light, it also depends on where the character is, if it is in the forest the light does not exist if human intervention , but if there are fireflies but adding light is difficult, but the light of the character can serve and before entering the battle the scale of light is increased, and that's it.

    Well I hope you understand, why Google Translator is not 100% accurate hahahaha
  3. Ripple said:
    Great changes! Keep up the good work.


    I got another idea, maybe it's possible to realize it:
    Do you think you can add the possibility to set a light to "OFF" in the editor when creating it - basically a default on/off value you can set for a light source (like flicker or pulse true/false right now)? So that you can specify that it's already off when you enter the room and that it will be turned on via command ingame?
    It could be a good idea, I'll think about it!

    Nacura said:
    On the subject of @Lear , what you can do @Feelzor , is to enable the editor within the battle, and one there is a mood light, it also depends on where the character is, if it is in the forest the light does not exist if human intervention , but if there are fireflies but adding light is difficult, but the light of the character can serve and before entering the battle the scale of light is increased, and that's it.
    The problem right now is not how to add lights, but how not to take map's lights in account. They stay on the screen, which is not what I want.
    But I'll keep your idea in mind ^^
  4. Feelzor said:
    It could be a good idea, I'll think about it!


    The problem right now is not how to add lights, but how not to take map's lights in account. They stay on the screen, which is not what I want.
    But I'll keep your idea in mind ^^

    Friend a query, how can I leave a place with very dark ambient light, and look inside the plugin but I did not find. example a dark cave, at the time it is this does not change its ambient light
  5. I've got a problem since your newest update. In room one the lights I set are still there but as soon as I enter room 2 of my game all lights are off (when I go back to room one, they are also off). This didn't happen before your last 2-3 updates. I replayed the game from start yesterday so I don't know which of the last 2-3 updates caused this. Before it definitely worked! Do you have an idea?



    Nacura said:
    Friend a query, how can I leave a place with very dark ambient light, and look inside the plugin but I did not find. example a dark cave, at the time it is this does not change its ambient light

    Set Alpha to a lower value in the editor. It makes the light look darker
  6. Nacura said:
    Friend a query, how can I leave a place with very dark ambient light, and look inside the plugin but I did not find. example a dark cave, at the time it is this does not change its ambient light
    If you mean having darker lights, as Ripple said, the Alpha value will do the job.
    If you mean having a dark tint in the game, just follow the instructions to change the map tint ^^

    Ripple said:
    I've got a problem since your newest update. In room one the lights I set are still there but as soon as I enter room 2 of my game all lights are off (when I go back to room one, they are also off). This didn't happen before your last 2-3 updates. I replayed the game from start yesterday so I don't know which of the last 2-3 updates caused this. Before it definitely worked! Do you have an idea?
    I must admit it's a very strange behaviour, and I have no idea what could cause that, it doesn't happen on my side.
    First, Are these lights created from in-game editor or from events? And did you set any Light OFF somewhere? If so, can you please try without it and tell me if this still happens?
  7. Feelzor said:
    I must admit it's a very strange behaviour, and I have no idea what could cause that, it doesn't happen on my side.
    First, Are these lights created from in-game editor or from events? And did you set any Light OFF somewhere? If so, can you please try without it and tell me if this still happens?

    I removed all Light OFF commands I had. I even deleted the json file to create a new one. Lights are always off when entering from room 1 into room 2.

    When I start in room 2 without going from one to the other, the lights are enabled! So something seems to be conflicting.. But I didn't change anything - it used to work before one of your latest updates from the last few days. I tested this part and it always worked. Did you keep the old script so I can verify that it worked with the old one? Maybe this has to do with the way you handle LightSourceID's now? I really don't know.

    When I go back to room 1 then, lights are off there aswell. ALL lights are off in any room you enter..

    Edit: Everything was created from the ingame editor
  8. Thanks You

    @Ripple , @Feelzor

    Ready to change the dye and it worked TY <3
  9. Ripple said:
    I removed all Light OFF commands I had. I even deleted the json file to create a new one. Lights are always off when entering from room 1 into room 2.

    When I start in room 2 without going from one to the other, the lights are enabled! So something seems to be conflicting.. But I didn't change anything - it used to work before one of your latest updates from the last few days. I tested this part and it always worked. Did you keep the old script so I can verify that it worked with the old one? Maybe this has to do with the way you handle LightSourceID's now? I really don't know.

    When I go back to room 1 then, lights are off there aswell. ALL lights are off in any room you enter..

    Edit: Everything was created from the ingame editor
    You can get a list of all older versions here. (please note that one commit doesn't mean one version, one commit is often equal to one card here)
    Here is commit for v.1.5.0
    Here is commit for v.1.4.1
    Here is commit for v.1.4.0
    Here is commit for v.1.3.0 (which is from February)

    I hope it helps you find what version causes the problem so we can find what happens.
    If you can't find anything and don't mind, do not hesitate to send me a copy of your game in dm. I won't use it for anything but to find what's the problem, and possibly correct the plugin or tell everyone what they can do if they face the same problem.

    EDIT : I just realized that event lights all have the same id, and they get their temporary value from the same light. If just one of them is turned off, they should all be turned off too. Happens with hue, too. Maybe that's your issue.

    -------------
    LightingTool v.1.7.0 and GameEditor v1.2.1 out!
    Changelog said:
    + Add the possibility to select multiple lights in Light commands.
    + Add random flick effect: flick doesn't happen at a specified interval.
    + Add the possibility to create lights in battle.
    + Add the possibility to create lights that are turned off by default.
    * Correct a bug that corrupt save file if a light limit is set on a light and that light is deleted.
    * Correct a bug that causes all the event lights to have id eundefined.
    * Correct a bug that causes all the editor lights to have the same id.

    To set the default power of an event light to off, simply add .turnOff() at the end of the line. To do the same with editor lights, you have a new `Powered` configuration line set to true by default, just change it to false.

    To create lights in battle, just start one and open the game editor with tab. You can also add lights to enemies in database, in the "Notes" part, simply put <Light:yourLight> and replace yourLight by the light you want, just as you would do for event lights.

    To select multiple lights with Light commands, follow this guide:
    Specifying a-b as an id with a and b being integers will select all lights from a to b, inclusive. To select a range of event lights, just specify ea-b, with a and b being integers. Non-existing lights ids will be ignored without any warning.
    You can specify a list of ids with [id1, id2, id3], and you can use ranges in that list.
    For example, you can select 1-5 for lights from 1 to 5, e4-9 for event lights from 4 to 9 and [1, 4, e6, 9-13, e8-10] to select lights with id 1, 4, 9 to 13 and event lights with id 6 and 8 to 10.

    All these information can be found in the description of the plugin. If anything isn't clear, please look at it and if you still don't know how to do something, just ask me.
  10. Feelzor said:
    You can get a list of all older versions here. (please note that one commit doesn't mean one version, one commit is often equal to one card here)
    Here is commit for v.1.5.0
    Here is commit for v.1.4.1
    Here is commit for v.1.4.0
    Here is commit for v.1.3.0 (which is from February)

    I hope it helps you find what version causes the problem so we can find what happens.
    If you can't find anything and don't mind, do not hesitate to send me a copy of your game in dm. I won't use it for anything but to find what's the problem, and possibly correct the plugin or tell everyone what they can do if they face the same problem.

    EDIT : I just realized that event lights all have the same id, and they get their temporary value from the same light. If just one of them is turned off, they should all be turned off too. Happens with hue, too. Maybe that's your issue.

    -------------
    LightingTool v.1.7.0 and GameEditor v1.2.1 out!


    To set the default power of an event light to off, simply add .turnOff() at the end of the line. To do the same with editor lights, you have a new `Powered` configuration line set to true by default, just change it to false.

    To create lights in battle, just start one and open the game editor with tab. You can also add lights to enemies in database, in the "Notes" part, simply put <Light:yourLight> and replace yourLight by the light you want, just as you would do for event lights.

    To select multiple lights with Light commands, follow this guide:
    Specifying a-b as an id with a and b being integers will select all lights from a to b, inclusive. To select a range of event lights, just specify ea-b, with a and b being integers. Non-existing lights ids will be ignored without any warning.
    You can specify a list of ids with [id1, id2, id3], and you can use ranges in that list.
    For example, you can select 1-5 for lights from 1 to 5, e4-9 for event lights from 4 to 9 and [1, 4, e6, 9-13, e8-10] to select lights with id 1, 4, 9 to 13 and event lights with id 6 and 8 to 10.

    All these information can be found in the description of the plugin. If anything isn't clear, please look at it and if you still don't know how to do something, just ask me.


    Wow how fast are you friend? D: Thank you very much, you won 1 copy of my game <3

    Friend, you could move the edito (Tab), because you want in the attack command entry, and when you press this it starts to fight hahaha

    (The background has an error, but with the Yanfly plugin it is fixed)

    The press CTRL + Z generate error:
  11. Nacura said:
    Wow how fast are you friend? D: Thank you very much, you won 1 copy of my game <3

    Friend, you could move the edito (Tab), because you want in the attack command entry, and when you press this it starts to fight hahaha

    (The background has an error, but with the Yanfly plugin it is fixed)

    The press CTRL + Z generate error:
    Ahah I'm not that fast, I just spend a lot of time on the plugin. But thank you, I'm glad that you enjoy my work :D
    I'll think about it, so you can configure another key instead of TAB.

    Version 1.7.1 is out! It just corrects the bug with the CTRL + Z. Sorry for the inconvenience, I didn't test again after changing something ^^'
  12. Feelzor said:
    Ahah I'm not that fast, I just spend a lot of time on the plugin. But thank you, I'm glad that you enjoy my work :D
    I'll think about it, so you can configure another key instead of TAB.

    Version 1.7.1 is out! It just corrects the bug with the CTRL + Z. Sorry for the inconvenience, I didn't test again after changing something ^^'

    The TAB key is fine, only that the icons of the edito are bad positioned within the battle, for that reason I put arrows where the icon is, and where it should be so that it does not generate annoyance in the battle.

    Until tomorrow, here are 04:27 a.m. LOL
  13. Nacura said:
    The TAB key is fine, only that the icons of the edito are bad positioned within the battle, for that reason I put arrows where the icon is, and where it should be so that it does not generate annoyance in the battle.

    I understand now, I thought it was the TAB button that caused your issue ^^'
    I'll try to move the buttons in a future update ^^

    ---------
    LightingTool v1.7.2 and GameEditor v.1.2.2 are now available too! (yeah I know that's a lot of updates in an hour, but there are a few bugs that need to be solved).
    Changelog said:
    * Correct a bug where temporary status are applied to all lights with same id, no matter what map they are on.
    * Move the buttons on top left of the screen during battle.
  14. Feelzor said:
    I understand now, I thought it was the TAB button that caused your issue ^^'
    I'll try to move the buttons in a future update ^^

    ---------
    LightingTool v1.7.2 and GameEditor v.1.2.2 are now available too! (yeah I know that's a lot of updates in an hour, but there are a few bugs that need to be solved).

    Hello friend, you know you could add for the next update, add the light of the character in the light editor, so we edit the size, flick, press.

    ***friend I found an error, add the dye to the map, but when I open the editor and then I close it, the dye is canceled and the map is lightened.



    Thank you very much for your effort to improve this plugin
  15. Nacura said:
    Hello friend, you know you could add for the next update, add the light of the character in the light editor, so we edit the size, flick, press.

    ***friend I found an error, add the dye to the map, but when I open the editor and then I close it, the dye is canceled and the map is lightened.



    Thank you very much for your effort to improve this plugin
    If I understand correctly, you want to edit the player torch from the in-game editor? This isn't possible, you should modify it from the plugin options, it's the only way to do that.

    For your problem, thanks for reporting it, I will try to see what causes it.
  16. Feelzor said:
    If I understand correctly, you want to edit the player torch from the in-game editor? This isn't possible, you should modify it from the plugin options, it's the only way to do that.

    For your problem, thanks for reporting it, I will try to see what causes it.

    Ok Ty :D
  17. @Feelzor
    What ever you did, it works again now. Probably had to do with the ID's then. I turned off a light in room 1 which seems to have caused everything to turn off.

    EDIT:
    When I turn off a light by default and want to activate it with Light ON 5 - it won't turn on. What could be the cause of this?
  18. Ripple said:
    @Feelzor
    What ever you did, it works again now. Probably had to do with the ID's then. I turned off a light in room 1 which seems to have caused everything to turn off.

    EDIT:
    When I turn off a light by default and want to activate it with Light ON 5 - it won't turn on. What could be the cause of this?
    All the causes I can think about are:
    - The light you're trying to turn on doesn't have the id 5
    - The light you're trying to turn on has been created from an event, and therefore must be turned on with Light ON e5
    - Your event isn't activated (that happens if you set the event below character but the player cannot get on the event case to activate it, for example)
  19. Feelzor said:
    All the causes I can think about are:
    - The light you're trying to turn on doesn't have the id 5
    - The light you're trying to turn on has been created from an event, and therefore must be turned on with Light ON e5
    - Your event isn't activated (that happens if you set the event below character but the player cannot get on the event case to activate it, for example)

    Unfortunately the light definitely has the LightSourceID 5 in the editor (where it was also created!) I did set all my lights from the editor - I never created an event light so far.

    Also the event is activated, there is a text displayed like „you turn on the light“ -> then the plugin command Light ON 5 is executed -> then another text is displayed.

    I see both texts but the light stays deactivated.

    This light is the first i turned off with the new default on/off setting in the editor (Set to false).

    If i turn off lights with Light OFF xy in an parallel auto event while entering a new map I can activate them. On „default offs“ this does not seem to work.

    Edit: Sorry for being the annoying one on this thread :D but I love this plugin and it is used in so many different ways in my game, I really rely on it! I use it for riddles, stealth sequences and so on.. this is why i am so invested in this. Thanks for your efforts!!
  20. Ripple said:
    Unfortunately the light definitely has the LightSourceID 5 in the editor (where it was also created!) I did set all my lights from the editor - I never created an event light so far.

    Also the event is activated, there is a text displayed like „you turn on the light“ -> then the plugin command Light ON 5 is executed -> then another text is displayed.

    I see both texts but the light stays deactivated.

    This light is the first i turned off with the new default on/off setting in the editor (Set to false).

    If i turn off lights with Light OFF xy in an parallel auto event while entering a new map I can activate them. On „default offs“ this does not seem to work.

    Edit: Sorry for being the annoying one on this thread :D but I love this plugin and it is used in so many different ways in my game, I really rely on it! I use it for riddles, stealth sequences and so on.. this is why i am so invested in this. Thanks for your efforts!!
    Well, we'll try something.
    When you're in the game, in the map where you have the light problem, open the console (F8), and type in $gameLighting.list[5].turnOn(); then press enter. It should turn the light on. If it doesn't, that means you have something else, somewhere in the map, set to parallel, that turns it off. If it does, I have no idea what could be the problem.
    Also, you can check the plugin command. I often write LIGHT ON 5 instead of Light ON 5, and I've spent a few minutes on such problems to figure out why it doesn't work ^^'

    And don't worry, you're not annoying at all, it is honestly nice to see people active on this thread, it shows that my work is not useless and people still use the plugin :D

    EDIT:
    You can also enter in the console that, what it will do is write in the console every time the light 5 is turned off, so you can see if something is always turning it back off:
    $gameLighting.list[5].turnOff = function() { this._off = true; console.log("Light 5 has been turned off"); }

    If you want to check that your plugin command correctly calls the turnOn of the light, you can also write that:
    $gameLighting.list[5].turnOn = function() { this._off = false; console.log("Light 5 has been turned on"); }

    Careful: these two functions are not the same as the original ones and the on and off states won't be kept on save. Restart the game to cancel all the changes.

    ---------------
    LightingTool v1.7.3 and GameTime v1.5.1 are out!
    Changelog said:
    * Correct a bug where the Light limits are global to all the maps.
    * Correct a bug where opening and closing the Game Editor resets the tint.
    * Correct a bug where using Time PAUSE and then Time PLAY resets the tint.